Fear of Fire. If the Cave Giant takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Keen Smell. The Cave Giant has advantage on Wisdom (Perception) checks that rely on smell.
Phase 1
Multiattack. The Cave Giant can make once claw attack and one kick attack.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5(1d6 + 4) slashing damage.
Kick. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 3(1d6) bludgeoning damage.
Phase 2
Chilling Gaze. The Cave Giant targets one creature it can see within 30 feet of it. If the target can see the Cave Giant, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. *Only done once*
Multiattack. The Cave Giant can make once claw attack and one kick attack.
Spiked Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6(2d6) slashing damage.
Stomp. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 4(1d8) bludgeoning damage. All creatures within 15 ft. make DC 13 Dexterity saving throws. On a failed save, creatures are knocked prone.
Description
Yeti are hulking monstrosities that inhabit deep caves in a ceaseless hunt for food. The long hair on the front of their face covers their eyes along with their horrifying gaze.
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